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d3dcompiler: Parse PCSG in the reflection interface.
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@ -99,6 +99,7 @@ struct d3dcompiler_shader_reflection
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struct d3dcompiler_shader_signature *isgn;
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struct d3dcompiler_shader_signature *osgn;
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struct d3dcompiler_shader_signature *pcsg;
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};
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/* reflection handling */
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@ -48,6 +48,12 @@ static void reflection_cleanup(struct d3dcompiler_shader_reflection *ref)
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free_signature(ref->osgn);
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HeapFree(GetProcessHeap(), 0, ref->osgn);
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}
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if (ref->pcsg)
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{
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free_signature(ref->pcsg);
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HeapFree(GetProcessHeap(), 0, ref->pcsg);
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}
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}
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static inline struct d3dcompiler_shader_reflection *impl_from_ID3D11ShaderReflection(ID3D11ShaderReflection *iface)
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@ -518,6 +524,23 @@ HRESULT d3dcompiler_shader_reflection_init(struct d3dcompiler_shader_reflection
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}
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break;
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case TAG_PCSG:
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reflection->pcsg = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*reflection->pcsg));
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if (!reflection->pcsg)
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{
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ERR("Failed to allocate PCSG memory.\n");
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hr = E_OUTOFMEMORY;
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goto err_out;
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}
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hr = d3dcompiler_parse_signature(reflection->pcsg, section->data, section->data_size);
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if (FAILED(hr))
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{
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WARN("Failed to parse section PCSG.\n");
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goto err_out;
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}
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break;
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default:
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FIXME("Unhandled section %s!\n", debugstr_an((const char *)§ion->tag, 4));
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break;
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